This map allows you to disable the Sandy Lake map on DF1. This map has the DM and CTF disabled so that it does not show in the selection screen since the Map Manager has issues with this map. Packing this map into the pff will override the stock map allowing you to bypass this map when hosting.

2. Maps=Medium to small maps.Open area maps to where it not like bhd city maps.hilled terrians with some foliage here and there.4 to 5 original stock maps from df1 and a few good new ones that go with the df1 feeling.

3. Settings=There is no medics or psps available in the game but the psp is aviailable in the med that comes with the Mod.You dont have a choise of a gunner and sniper and ect... you can only be a delta force 1 to 8.delta force 1 to 8 is just a skin change or a model change in the char.so that means they all have the same setting but diffrent skin or model.the char speed in the game is a little bit faster than a cqb from bhd.you can now jump and shot your gun.the guns in the game have very little recoil.on some maps the black dot from the old days might appear in a way.

New Kill System:

If you kill a enemy with a weapon no matter what weapon it is some times you will get a kill bonus.

This mod is all about making the game look alot different that the game itself. With all the new skins, sounds, images, and text the game will feel alot different then BHD:TS.
All the buildings most of the vehicles have all new skins to make it look like they have been there for a long time.
All the new sounds for the game will make the game alot funner when using the old and the new weapons. The new text in the game will blow you away from the kill to the death messages.

This mod was made for people to battle more and more and to have alot new and better things to use.

Added all new skins to every thing
Added new sounds to all things in the game
Added all new menu pics to the game
Added new weapons:
M4
BR55 Rifle
BR55.6 Rifle
SR82-Sniper
M16 Scoped
Car/15 Scoped
G36 Scoped
G3 Scoped
M60 Silenced
G3 Scoped Silenced
M16 No Scope
Car/15 No Scope
M6c Auto Pistol
LG55 Machine Gun
Added all new death and kill messages
Added new grass for gungle and desert
Added all new team names ( replaced Red & Blue Team with differ name )
Added a new binocular skin.. ( you can see more with this skin )
And much more.....

This mod is all about making the game look alot different that the game itself. With all the new skins, sounds, images, and text the game will feel alot different then BHD:TS.
All the buildings most of the vehicles have all new skins to make it look like they have been there for a long time.
All the new sounds for the game will make the game alot funner when using the old and the new weapons. The new text in the game will blow you away from the kill to the death messages.

This mod was made for people to battle more and more and to have alot new and better things to use.

Added all new skins to every thing
Added new sounds to all things in the game
Added all new menu pics to the game
Added new weapons:
M4
BR55 Rifle
BR55.6 Rifle
SR82-Sniper
M16 Scoped
Car/15 Scoped
G36 Scoped
G3 Scoped
M60 Silenced
G3 Scoped Silenced
M16 No Scope
Car/15 No Scope
M6c Auto Pistol
LG55 Machine Gun
Added all new death and kill messages
Added new grass for gungle and desert
Added all new team names ( replaced Red & Blue Team with differ name )
Added a new binocular skin.. ( you can see more with this skin )
And much more.....

With this PHP script you are able to show the status of your favourite JO: TR, JO: E and/or DF: X servers at your site.
Shows you the following information:
servername
gametype
map time left
current/next map (with pictures)
how many players are in the server
the names of the players and the team where they in
player ping times, player class, player kill/deaths
Works with:
-JO: TR
-JO: E
-JO: Reality MOD
-DF: Xtreme

We have added the ability for S&D items.
Fixed some HUD lineup issues.
Added the Flame Thrower.
Introduced Destruction Points for coops.
Added more stats to the ending of all game types.
Made the AI harder to kill.
Adjusted many weapons to be more balanced.

New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it

Skin Changes
-Quite a few changes on both sides.

Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.

Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em

Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed

Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.

New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it

Skin Changes
-Quite a few changes on both sides.

Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.

Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em

Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed

Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.

New Stuff
We did not add as many new objects this time around. Search in NILE for IC4: to find them. Here are some highlights:
-Tiger helicopter: Comes in several versions. One allows the pilot to fire stingers while still having a gunner on a cannon.
-Wiesel: Mobile platform for stingers, TOW missiles, or a 20mm cannon
-DF2 Manor and ware house
-New Bull & R8Bob terrains
-Added 2 missing BHD buildings
-A few more desert/snow/jungle options to some stock vehicles
-Barb wire fence which causes player damage if you come into contact with it

Skin Changes
-Quite a few changes on both sides.

Howitzer / Nuke Howitzer Changes
-Both howitzer types now drive properly (won't flip over so easy)
-Both types cannot be fired level directly at a target. There is no longer a "skip point" on either howitzer's gun.
-Both types drive like tanks and have moving treads.
-Turrets are allowed to rotate freely
-The nuke round now fires with the trajectory of a standard howitzer shot. You get to use the mortar aimpoint on the map.
-The destructiveness of the nuke has been increased and has a big flash of light when it goes off
-The standard howitzer destructive radius has been reduced slightly
-The standard howitzer fires at the rate of 1 round per 6 seconds for the first three rounds (same rate as v3) but thereafter it can only fire at a rate of 1 round per 12 seconds.

Mortar Changes
-Mortars now have 5 types which can be fired. Press your mortar key repeatedly to cycle thru the types:
--Fragmentation round: large blast radius but low effectiveness (1 hit not lethal). Multiple people must fire together to get a kill zone.
--High explosive round: high damage level (1 shot kill on APC) but small radius, need a spotter to use well
--Flash bang round: 20 meter radius with same black out time as the hand nade
--Illumination round: lights stuff up, duh
--White Phosphorus round: smoke 'em if you got 'em

Other Changes / Fixes
-A number of weapon sights updated. Check out RPG in particular.
-Semi auto shotgun added
-Thermite effects changed to look like it is burning for several seconds before causing damage.
-Effectiveness of minigun rounds returned to v2 specs (they were made very ineffective in v3)
-Effectiveness of stingers returned to v2 specs
-Skip point on gunboat turret fixed
-Hit box on OH-58 rotors fixed
-Some weapon sounds changed

Known Issues
-If you rotate the howitzer to the side and use max angle, the gunner's feet are visible and can be shot with small arms from outside the vehicle.

You cannot move and aim with the scope/sights at the same time. You must stop to aim.
Non-sighted fire, "from the hip," is now very inaccurate. Still effective at CQB, but not much past.
Damage. Most shots are one hit kill. Some may not be.
Stun after taking a hit: Expect to be blinded for a moment if hit and you live. Since I cannot so far find a way to make you slow down or fall down, this is the best debilitation I could use. I knew that SOMETHING was needed to prevent people from firing right back a split second after having a bullet tear through them.
Rate of fire. Much higher for just about everything. Everything timed to be as close to real world as possible.
Limited ammo on emplaced weapons. 100 for nades, 200 for 50s. I should mention, both types of ammo are much more effective than before, so if you take careful shots, the ammo will last.
3x scope on M4 and AK47, with red dot reticles. This is the best balanced approximation of the current ACOG scopes used by Allied forces, and the Belarus PSO3.5x21 scope used by Russian forces.
Mortar much more effective. You can hit with perfect accuracy, at further range (almost 700M). A DIRECT hit will destroy any vehicle. Bring designators people! If some guy is sitting in a boat or APC, designate it, and any engineer with a mortar within 600M can and will blow his ass up.
AT4 and RPG are no longer very effective as anti-personell weapons. The blast radius is much smaller, and will only wound. Shaped charge anti-armor weapons don't do much when they direct a forward shaped charge into the ground.
APCs and BTRs given variable x8 scope, with elevation adjustment.
Vehicles can be destoryed with effectiveness by sustained fire. Machine guns are best, and the medium variety (M60, PKM, and best of all M240) can rip open a jeep pretty fast. Gunners have no excuse to let jeeps full of enemies drive past them anymore.
Recoil: Drastically more for standing, a good bit more for kneeling, and just a touch more while prone. Learn to use single aimed shots people, like the real military does.
Bullet spread. NONE. Bullets go where you aim when sighted. Exception is AT4, RPG, and M203s, which have a slight error as evidenced in actual usage.
Barret has fairly good anti-light vehicle use. Power, and faster follow ups (but you still must deal with recoil). 7-8 shots kill most jeeps, etc. Doable, but you certainly expose yourself to counter sniper and machine gun fire. You might even take out a APC with one, but expect him to shower you with his own 50 cal bullets before you do.
RPG and AT4 both use iron sights, with elevation adjustment, and you must stand still to raise the sights, just like the other weapons.
50 cal machine guns rip apart most everything they shoot at pretty fast. No more long sustained fire exchanges between vehicles.
Rocket choppers can destory all light vehicles with one DIRECT rocket hit, and all other vehicles with two DIRECT hits. Splash damage is minimal (only really effective against soliders).
Miniguns (both side mounted and front shooting) fire 5.56 rounds, and at a VERY fast rate. They also have a bit of a dispersal pattern. These are death giving machines. Hope to actually see Blackhawks used with effectiveness against infantry. Note, these rounds will NOT hurt a APC or BTR, so don't waste your bullets on them.
BTR given 50 cal machine gun for parity with APC. The blinding muffle flash and puff of smoke is likewise been reduced to give parity with the APC.
Mk19 launcher is accurate now. Dispersal before was ridiculous. These weapons are very accurate in real life, and are now.
50 cal machine guns kick now.